The  Metal  Gear  Solid  Walkthrough


|----------------------------------------|----Members of the Resistance Team----|----------------------------------------|



The Dawn of the 21st Century......The nuclear weapons disposal facility on Shadow Moses Island in Alaska's Fox Archipelago is attacked and captured by Next Generation Special Forces led by members of FOX-HOUND.

The terrorists have secured hundred of nuclear warheads and they're demanding that the government turn over the remains of Big Boss. They warn that if their demands are not met within 24 hours, they'll launch a nuclear weapon.

Solid Snake is once again called back to duty in a top-secret mission to deal with the greatest terrorist threat the world has ever seen.

First, he must single-handedly infiltrate the nuclear weapons disposal site and rescue two hostages, DARPA Chief Donald Anderson and the President of ArmsTech, Kenneth Baker, and then eliminate the terrorist threat and prevent a nuclear launch. The clock is ticking. Once again, Snake heads into battle...alone.




Click on the area below you need help with (they are in order of appearance). Information needed to pass that certain area will be in the picture. Just wait not but a second and you'll have what you came for.


MAPS -(more to come)

Armory map
DARPA Chief's Cell map
Canyon map
Nuke Building B1 map
Nuke Building B2 map
Catwalk map

Maps taken with permission from: www.mgs2.net


WALKTHROUGH

MISSION OBJECTIVE: FOLLOW THE TRENCHCOATED RENEGADE!
Be advised that the water you've emerged from is extremely cold. Try not to submerge yourself again in it's icy depths, as it could lead to sneezing and eventual hypothermia. You'll have noted a figure in a brown trench coat ascending the elevator. He has stated that he's about to "swat dwon some bothersome flies." We're hoping he isn't referring to the two F16's we've sent on a recon mission. We're identifyng the individual from our renegade files at the moment. Expect the details shortly once a positive identification has been made. As you dry off, view the surrounding cavern. A criss-crossing lattice of metal supports prevents a rock fall, but is also infested with brown Alaskan field mice. Note the four main sets of strage boxes that lead to a naturally stealth-based environment. Two guards clad in snow camo-gear are currently patrolling, and must be avoided or executed with the maximum of caution. Once you've reached elevator number 31, gain entry to the bases main entrance, and remove the rest of your scuba gear. Be careful Solid Snake, we're all counting on you!
Loading Dock
    EMERGING FROM THE WATER... You'll arrive from the SDV into a docking area. Crawl under the machinery and make your way past the guards to the elevator. Since you don't have a gun yet, you'll either have to sneak around the guards or kill them from behind by breaking their necks. (Tip: as soon as you crawl out from under the machinery, sneak up against the wall opposite from it. Press up against the wall to get a view of the corridor. You'll see a guard approaching you, but he won't come all the way past the corner. When he yawns and stretches, sneak out of your position and strangle him; he won't see you coming straight at him.) After you kill that first soldier, the floor is pretty much open to maneuver, but be cautious of the other guard. In the upper right of the room is a forklift. Hide behind it and wait for the elevator to come down. When the elevator comes down, a soldier will be in it, so wait for him to leave the area before getting into the elevator.

Heliport
    LET'S GET STARTED, SNAKE... You'll start in the heliport after a brief introduction to the mission by Colonel Campbell and Mei Ling. If you take the path that leads to the right and hide behind the snowy crates, you'll only encounter one soldier and gain access to the stairwell and have to dodge a security camera in order to reach the upper ventilation shaft. This is the best route to take. Taking the lower vent might make you miss an item that you may forget in the Tank Hangar (the Thermal Goggles). If you take the path to the lower ventilation shaft, you'll have to dodge the spotlight to get to the room guarded by a security camera where you find chaff grenades. From there, the truck next to the heliport contains a SOCOM pistol (Standard Operation Command pistol). To get to the lower shaft, it's in the top left of the screen. Either risk shooting the armed guard within site of the security camera overlooking the shaft entrance, or blow past both and quickly crouch and crawl through the vent shaft blocked by the snoozing guard.

Tank Hangar
    LOCATE AN ELEVATOR TO THE BASEMENT... Depending on which ventilation shaft you took, you'll arrive in a different spot in the Tank Hangar. If you come out on the floor right by some tanks, then it would be wisest to make your way past the guards and over to the steps and go and grab the Thermal Goggles on the semi-floor above (catwalk is what I'll call these things.) If you climb *!down!* out of a vent, then to your left will be some chaff grenades. To your right, a security camera monitors the Hangar. Either sneak under this or use a chaff grenade to get by. The first door you come to on the right you cannot get into right now. It contains a Mine Detector, which you'll need a little later. The second door on the right is patrolled by a rather stupid and blind camera, so you can sneak under it and wait for when it's not looking. This room contains the Thermal Goggles. There are no more cameras to get caught by until you follow the catwalk around to the left side of the room where two doors on the left offer you shelter. Inside the room closest to the camera (Note: the camera is in the top left of the room.) is Cardboard Box A. However, you can't get it just yet, so chill. Sneak by the camera and go halfway down the stairs near where the camera is positioned. You want to go halfway down the stairs because there are guards on the floor below you and they can't see you if your halfway up the steps, and neither can the camera above you. Use first-person view to check the position of the guards below you. There are two guards here, by the way. Go to the elevator and push the button twice to get in. (Note: Pushing the elevator button twice opens the elevator up immediately so you don't have to wait and the chances of guards catching you are less.) Face the elevator doors and press the button to go to "B1".

FOX HOUND BRIEFING: LEARN MORE ABOUT THE TERRORIST PLAN!
Your first port of call after descending from the Hangar are the Holding Cells. You may continue further down to Basement 2, but a number of key items and information needs to be obtained from this zone first. The squallid living conditions show that the two prisoners located in this area need to be rescued at the earliest opportunity. Initially, this area is unguarded, and remember to investigate all areas, as the air ducts become inpenetrable later into the game. Sweeping scans of this zone have uncovered three life froms, two which are possible allies. Despite the lack of guard activity, the most profficient way of infiltration is through the air ducts. Finally, note that you'll return to this section for a fleeting moment much later into the game. Note that at this time, machine-gun cameras will have been installed, thwarting your progress. For now however, your mission is clear; rescue the hostages!
B-1 - DARPA Chief's Cell
    IN THE VENTS AGAIN... There is nothing to get caught by in here, so go all the way down and right, and climb the ladder there without worry. Find the DARPA Chief and go in his cell. By the time your done talking to him and you search for a way out of the cell, grab the rations under the bed. There's always room for rations...mmm-mmm! Have your weapon ready. You'll have your first encounter with Meryl and she lets you out of the cell. Now is a good time to get some target practice, so hold down the shoot button (square) and aim at the door. Your laser aim will automatically lock onto a soldier. Don't go trigger-happy though, as you've only got about 30 bullets. Remember, it takes only 3 bullets per soldier to kill them. After the fourth group of soldiers go down, two grenades will be thrown into the room. They are hard to see, but you can also hear them, they have a high metallic sounding 'clink' noise that is sometimes hard to hear. To avoid being ripped apart too bad by these, run into the corner on the top of the screen beside the DARPA chief's cell. As soon as they go off, IMMEDIATELY retake your position next to Meryl and hold down the aim button, 'cause some more bad guys are going to be coming in. Once you put down the last of the soldiers, grab the 2 packs of ammo in the cell-area. Make your way back to the elevator and go down one floor to "B2", the Armory.
Armory
    STEPPING OUT... For now, there are no guards, but there will be later on. Three of the rooms you can enter now because of your Lv. 1 keycard. BE CAREFUL! Inside some of these rooms are some trap doors that will give way under pressure, sending you to your death. These are marked on the Armory map. You can also see them if you wear thermal goggles. There is an easier way though. To avoid dropping into one of the holes, run along the sides of the wall as close as you can, because the pitfalls are located in the middle of the aisles. (Note: Pitfalls are only in the vertical aisles, the ones that run up and down, not the horizontal which run left to right.)
    You'll find four charges of C4, and if you remember what the DARPA chief told you, you'll have to find the places in the wall that have been cemented over. They should also be on the Armory map. You will notice them by their slightly off-color blue paint against the grayish walls. There is one on either side of the elevator, so look for them and put a charge of C4 on the wall where an opening should be. The opening in the wall on the left side of the elevator contains some box of Stun grenades, Chaff grenades. Later on in the game, FAMAS ammunition will appear here. In the opening on the right side of the elevator should be some C4 as well as SOCOM ammo. BE CAREFUL! In this room are two pitfalls, so use thermal goggle imaging before collecting the C4!
    The third wall to find and destroy is in the very bottom left of the Armory. Demolish this false wall and enter. Inside is a long corridor with yet another false wall for you to take down on the right side of the room. You should now have 2 charges left. You'll only need 1, but it's good to have 2 left. There are two final walls to demolish in here, one at the back wall facing you when you come in, and one on the top of the screen. If you only have one charge left, destroy the one on top. The other false wall will take you somewhere that you don't have access to enter the rooms there yet, and gun cameras patrol the area. For future reference, this is where the Camera is held, but you'll need a high-level keycard to get in. Now, enter the top room to have your first encounter with a FOX-HOUND member...

Boss fight:Revolver Ocelot
 <~~~~~*click here*

    BAKER'S FINAL CLUE... If you listened to Baker after the encounter with Ocelot, you'll know to look on the back of the CD case to get Meryl's frequency. At first, I didn't understand what he was talking about, but then found out he was talking about the actual case the game came in. Anyways, her frequency if your lazy is 140.15. Talk to Meryl after you leave the spot where the radar is jammed and she'll tell you to go to the first floor. Upon exiting the armory there will be some guards, so watch out. You can now take a right as soon as you exit the jammed area and go all the way to the last room (bottom right hand of the Armory). There is a FAMAS inside, but it is secured by laser security beams. Using the Thermal Goggles, look at the lasers. You'll see that as long as you crawl under them you won't have any trouble. Grab the FAMAS and get to the elevator. Remember to watch your radar for any guards. (If your not playing on HARD or EXTREME, that is.)

Tank Hangar - Second time around
     WAITING FOR MERYL SILVERBURGH... Once the elevator arrives at the first floor, make a beeline right and toward the huge door. Meryl is currently circumventing the security measures to open this door, so while your waiting go to the door on the right and inside is a genome soldier guarding (or is that sleeping?) next to the SOCOM suppresser. Either kill the guard or take the suppresser without waking him. He won't turn around at all unless you startle him. Equip the suppresser on your SOCOM by first equipping the SOCOM, then equipping the suppresser in the other menu on the left. You now have a silenced weapon, and can kill without fear of getting caught by surrounding guards. Chill and wait for Meryl to call you in the Hangar.

Hangar Gas Chamber
     ENTER THE POISON GAS CHAMBER... After Meryl calls you and reports her success in opening the door, go in the door. Do not go any farther than the door, though! Someone will contact you and tell you about the dangers that are in this room. If you use the Thermal Goggles, you'll see a rather complex path before you set with laser trip wire. If you don't have Thermal Goggles, use a cigarette to spot the laser. Look at the floor and you'll see lines running horizontally through the room, and this is where the laser trip wires are coming from. Sneak as close as you can to the first line without going past it. If you go past, the laser will trip and an alarm will sound, the doors will close and the room will fill with Sarin nerve gas. Then you die...so you don't want that do you? Okay then, there are five lasers to pass through, so go wait (with either the cigarettes or Thermal Goggles on) for the laser to pass overhead. (Note: If your confused by the tangled look of the laser, look at the line on the ground and see which laser goes into it, that way you'll know which laser is the correct one your passing under.) All five lasers move at a different pace, so don't be fooled. Exit through the door on the other side using a Lv. 2 cardkey.

FOX HOUND BRIEFING: CROSS TO THE NUKE BUILDING!
Chilling winds should not detract your attention from the task at hand - that of securing a way into the main terrorist compound. Tactical tracking date from teh Knee Cap has pinpointed an Abrams class M1 Main Battle Tank prowling this stretch of snow. Be on your guard! Beware of deadly mines laid in preperation for your arrival. These explosive Claymores maybe be spotted in a number of ways, deactivated and stored in your own inventory. Finally, remember to check the small hidden alcove near the left-hand thin metal tower for Chaff Grenades.
Canyon Battle
     TO DEFEAT A TANK... A man known as "Deepthroat" will contact you, warning you to beware of the mines in that canyon. Use a mine detector like he says. It's also good to crawl over them and collect them for later use. If you need a map of where the mines are it's here: Canyon map. Before Deepthroat cuts his transmission off, he warns you of the impending danger of a tank ambush up ahead. With courage, proceed.

Boss Fight: Vulcan Raven/Tank Battle <~~~~~* click here *

FOX HOUND BRIEFING: DO NOT ENGAGE IN GUNFIRE!!
Warning! The area you are about to enter is extremely hazardous! This is the main storeage depot for Shadow Moses Island's nuclear warheads and missiles. Once you have infiltrated this structure, on no account bring any arms to bear. Even the slightest damage to the casing of the warheads could cuse a major and fatal radiation leak. Note that all the patrolling soldiers wear protective clothing for a reason, our olfactory sensors have uncovered large reservoirs of nerve gas that will be released upon your discovery. We analyzed the compounds present in the Tank Hangar Exit air and concluded that they are the same chemicals. Meryl Silverburgh has already entered the facility (as she has acquired Level 5 Security Clearance), and is waiting for you on a lower level. For now, you must remain undetected in the Storage Depot, before descending to claim a piece of experimental military hardware, the Nikita Personal Remote Guided Rocket Launcher (PRGRL). Find Meryl quickly before she is discovered Solid Snake, as the enemy seems to be toying with you at the moment.
Nuke Building
    CLEAR THE AREA WITH ONLY STEALTH... Decaying nuclear waste and warheads make this zone extremely hazardous! Locate the service elevator without alerting the guards and suffering a gaseous demise! If you absolutely must get the Nikita missile launcher as soon as possible, you can open exit out the door you just came in, past the smoking wreckage of the tank and back to Building #1 and down into the armory. This is the first place possible to get the Nikita. But if you don't feel like backtracking (I don't blame you) then no rush, you'll get it soon enough. IF you didn't backtrack, you just arrived in the the Nuclear Warhead Storage Building. There are no enemies in this room so go ahead and grab the ration at the end of the catwalk. A map is provided. Now, go down the ramp to the large metal door at the bottom. Crawl halfway under it and just wait. There are three guards in the room your spying into. Keep waiting until a guard walks past your line of sight (use first-person view). Watch the guard and he'll go to your right and then turn and walk away from your position. Jet out from under the door and into the room. Colonel Campbell will contact you advising not to use your weapons in this unstable environment since just one stray bullet could cause a uranium leak. As soon as you get a chance after talking to Campbell, run all the way left to the set of steps. Walk halfway up them and use first person view. There is a guard at the top of the steps and one who's just coming around the corner of the missiles on the floor below you. If your halfway up the stair, you'll be low enough so that the guard patrolling the elevator area will not spot you. Also, if your in the middle of the stair, the guard patrolling below you on the floor won't see you either because your too high for him to see. Your good for now, the guards won't go up or down the stairs, so this is a "safe" spot. Wait until the guard patrolling above turns to check the rest of the catwalk, then decide whether to sneak up behind him and break his neck or just wait until he passes up the elevator so you can enter it. Either way, enter the elevator and go to floor B1.

FOX HOUND BRIEFING: NIKITA LESSONS AND SARIN GAS!
Meryl's last transmission has been traced to this area, a sub-basement level above the main laboratory marked B1. Think of this as a way point between the previously explored building and the subsequent compound. Two main areas to explore here; a level 5 door that is believed to lead to a Commander's office of some kind (intensive radar jamming has prevented us from discerning the exact nature of this area... but we're working on it!), and a computer terminal room formerly used to devise tactical operations. In level B2, the terrorists have left a little surprise for you in the form of Sarin nerve gas. The number of Gun Cameras denotes this area's high security level, and those operatives without the benefits of a gas mask will suffer terribly. The right combination of Chaff Grenades, a gas mask, and dodging will get gain you an audience with Chief Engineer Doctor Hal Emmerich. Remember to deactive the electrical floor before stepping on it...
Nuke Building B1 & B2
    SECURE THE NIKITA... Meryl's last transmission has been traced to this area, a sub-basement above the compound's main laboratory. This is where the Nikita Launcher can be found. For now, secure the Nikita's and quickly head to floor B2 via the elevator.
First thing to do here is go in the bathroom all the way to the left after your exit from the elevator. Go inside and strangle or shoot the man using the toilet. Next, go inside the only other door your able to access in this area. Inside will be another guard. NOW, you CAN go back to the bathroom and hide and wait for the other guard to come in and kill him just as you did to the first using the latrine, or you can go ahead and keep out of sight from him. The Nikita Launcher and it's missiles are in a room on the right side of the room. After getting them, leave for Floor B2.

    IN SEARCH OF EMMERICH...Exiting from the elevator, there is only one way to go. This is why you got the Nikita missiles before coming here. You'll have to disable the electric floor and bypass the Sarin gas chambers simultaneously. When inside this room, notice the blue oxygen bar above your life. Once that runs all the way down, your life is quick to follow after, so don't let the blue bar get all the way to zero. Equip your new weapon, the Nikita Launcher, and fire it using the square button. The best way to guide these missiles is to hold down the triangle button. This takes you into first-person mode from the nose-cone of the missile. The missile's guidance system is touchy, so don't steer too quickly around a corner or you'll hit it and discharge your missile. Also, the longer you hold the missile in one position (not moving it left or right during flight) the faster it will go.
Fire your first Nikita and have it go as straight a line as possible down the hall. Make it go right, then another right. There are Armstech 5.155 Gun Cameras in this area and they will shoot down your missiles if they are not going fast enough, so aim for the back of the room and don't move the missile left or right and it will zoom quickly past the cameras. It looks like a deadend at the back of that room, but is it really? The translucent blue glass at the back of the room missing the center piece. You have to aim your missile between the two sheets of glass and then make a quick right. Inside this room is the electrical hub. Knock it out. Remember that your Nikita has a limited fuel supply. If done successfully, you'll be able to cross the electrical floor. Once your air supply gets low, you can exit the gas chamber back to the elevator area and your supply will be replenished. Now, head back in...
You'll have approximately 45 seconds of air before your health becomes affected. There are several rooms on the main hall of the gas chamber. Enter them with speed as you can't linger too long. A gasmask is in one of them, and it is advised to throw a chaff grenade because of any cameras that may be in the rooms. Run to the end of the hall and to the right and you'll see a door. Emmerich can't be too much farther ahead.

FOX HOUND BRIEFING: ENGAGE THE MASTER OF STEALTH...
A trained operative like yourself can smell the stench of death in the air, and by the sounds of the fighting you can hear in close proximity, there appears to be a feast of carnage occuring within yards of you. Once you uncover the mass of bloody corpses and the party responsible, an intense struggle ensues. Note that our data imaging analysis of the Laboratory even extends to the position of the dying Genome soldiers. A man capable of such wanton ferocity must be a combat veteran with some degree of bloodlust. The identity of this individual must be uncovered, and his relationship to the mission identified. He is certainly no member of the Fox-Hound renegades, but his threatening presence does place this operation in jeopardy. Defend the honor of this operation...and try not to use any guns in doing so.
Laboratory
    THE NINJA BECKONS... What was that noise? It sounded like gunfire! Investigate!The strange scene of newly dead and still-dying NBC Warfare Troops greets you in a more than macabre way. Head forth for the final clue...As you carefully creep into the Laboratory, you find a distressed Emmerich cowering in intimidation from an unseen enemy. It's the ninja from earlier you realize, that attacked Revolver Ocelot! Courageously stepping to Emmerich's defense in order to learn more about Rex from him, you approach the Ninja.

Boss Fight: Cybernetic Ninja<~~~~~*click here*

    BACK UP TO FLOOR B1... Once the Ninja is taken care of, ascend to floor B1. Once you've reached it, go and choke the life out of the guard in the bathroom once again. Once he's taken care of, enter into the room where you found the Nikita's earlier. Kill the guard on the right side of the room. Run up to the guard on the left afterwards, but don't worry you won't get caught. It's Meryl. Follow her into the women's bathroom.

FOX HOUND BRIEFING: A MEETING WITH MERYL AND MANTIS!
Exceedingly intense psychic emanations have been traced to this area of the Nuclear Storage Building Basement. Your continuing task is to locat Miss Silverburgh and identify her from the remaining Genome Guards in this zone. She is dressed for the occasion, so watch for her 'wigglish' way of walking. This is also your first and only trip to the Women's Bathroom, after which you'll need to enter the main domain of Psycho Mantis, a Fox-Hound renegade with both stealth and unfathomable psychic energy. Gain an audience with this monster, as he must be taken out of the Fox-Hound ranks by any means necessary. Watch Meryl, as her psychic defenses may not be as highly tuned as yours, and pay close attention to anything Psycho Mantis says, for he is the most devious of all the Fox-Hound rebels. After your confrontation with Psycho Mantis, locate the hidden exit from the Commander's Room, exit the building and try to find a route to the main Communications Tower.
Commander's Room
    THE MADDENING MANTIS... Meryl will give you keycard level 5, in which you can go into the room where the Nikita was and find Cardboard Box B, ammunition and Diazepam. Next, travel down the hall between the elevator and the men's bathroom towards the Commander's room. What awaits you inside is an unfathomable challenge by a Fox-Hound renegade with remarkable powers.

Boss Fight: Psycho Mantis<~~~~~*click here*

Cave of the Wolf Dogs
    FIND A ROUTE TO COMM TOWER A... Your first confirmed kill of a Fox-Hound member, congratulations! Forget about his death for now, and think about how to get to Communications Tower A. A dark stone cavern inhabited with Wolf-dogs, (half wolf, half huskie) must be navigated in the dark to reach it or if you got them, the Night Vision Goggles (NVG's).

First, put on the NVG's, then run all the way to the right and pick up any ammunition or rations you find. Next, go back and you'll find a place to crawl under. There are many narrow tunnels in the caves, some of which are hidden. You may have to use your SOCOM on the dogs in the cave. Use first person view to see them better, aim in they're general direction and fire away. There are five wolf dogs in these caves, so be aware. You should arm your FAMAS in case you have to waste a crew of hungry predators defending their territory. Stun grenades will buy you some time also. Usually, you hear them growl before you ever see them, so listen up. It's better to kill the dogs, so they don't provide any problems as you search the caves. There are two hidden caves, one of which you really have to go in. In the second of the larger caves, on the South wall is an opening in the close to the ground. Crawl under the wall and get the Diazepam, Rations, and FAMAS ammo. Exit, and go the wall on the right and there is another opening close the ground. Crawl under here, and you'll find Meryl awaiting patiently.

MISSION OBJECTIVE: RETURN FOR ACCURATE ORDINANCE
A massive towering structure greets you. This is the Communications Tower A, one of the twin structure in this base, and an area that must be explored before the location of the Metal Gear can be determined. Be vigilant, as our imaging system has picked up heat sources along the Tower's Perimeter. Take care, the entryway is littered with Claymores. As you continue, a sharpshooter picks Meryl as a target, badly wounding her. This leads to a frantic backtrack for a piece of killing equipment suitable for this confrontation. Hurry back to this location, and face the sniper in a one-on-one confrontation where the steadiest hand wins the day, then continue on into Communications Tower A.
Underground Passage
SILVERBURGH DOWN! SILVERBURGH DOWN!... A massive towering structure obscures your vision in it's immensity. This is the Communications Tower A, an area that must be explored before the location of Metal Gear can be confirmed. Meryl shows you the correct path through the miniature mine field, but you don't have to do it by her example. Simply crawl over the mines, that way you can collect them for later use.

Once across, the nefarious Sniper Wolf poses a serious threat to the life of Meryl, but you don't have the means necessary to stop her. You need a sniper's rifle!

    TREK FOR THE SNIPER RIFLE... Weaving your way back through the caverns, go back to the Commander's room, and from there to the elevator. You'll need to go all the way back to the the second floor basement Armory of the Tank Hangar. Just retrace your steps back, being careful of the mines and cameras in the Snow Canyon area between the Tank Hangar and the Nuke Building. Hug the walls or collect the mines, whichever you see fit.

The guards in the Armory are smarter and better soldiers than you encountered before. These are the heavily armed soldier who won't go down without a fight, so be careful around them or you will get swamped. The PSG-1 Sniper Rifle is in one of the storage cells (the one in the top left of the room). The room is set with infrared beams, so use your cigarettes or thermal goggles. Get it, then once again, retrace your steps back through the Snow Canyon, the Nuke Building, and the Caverns back to where the encounter with Sniper Wolf occurred.

Readying yourself for a fight with Sniper Wolf requires patience, a good eye, and a quick trigger-finger. Plus the fact that you could very possibly suffer a 7.62mm bullet shell wound and still have to finish the fight. Sniper Wolf is a dangerous foe, able to resist moving a muscle, eating, or sleeping until her aim is perfect and her target dead. She is quick, but you'll have to be quicker.

    STAY CALM AND ON TARGET... Make sure you have some Diazepam when you fight her (located in the same room you rendezvoused with Meryl in). There are two ammunition boxes for your PSG-1 located on either side of the main corridor. CAUTION: DO NOT TRY TO APPROACH DOWN THE CORRIDOR! Doing this guarantees that Wolf will get a shot on you! Sniper Wolf, as you may know by now, is perched up on the tower at the end of the corridor and has a perfect shot if you show yourself. Before you leap into battle, put your back up against the wall so that the camera pans and you can see down the corridor. You should see Wolf moving around up there, or at least see her aiming laser from her weapon. When you see her run for a different hiding spot, move so that your facing down the corridor. Equip the PSG-1, take some Diazepam and be sure to equip your rations.

You'll come to a laying position looking through your scope as soon as the PSG-1 is equipped. If you are shot, your aim will go wildly off and you'll have to reset your sights on her position. It's best to unequip your weapon at that point, get up, and stand with your back pressed up against the wall once again so you can see her running around on the tower in the distance behind you. Do this because it's faster than trying to re-adjust your sites on her while your PSG-1 is equipped, and by then she could hit you again. It's best just to get up, then repeat the process mentioned before.

    LEARNING A WOLF'S HABITS... Once you target Sniper Wolf, shoot at her quickly. You'll hit her only when she is aiming at you (i.e., not hiding or running), so you have to wait to shoot her when she tries to take a shot at you. Make sure she is in your crosshairs when you fire, or at least extremely close to them. She likes to get her shots in from either behind the pillar, behind the wall on either side of the tower, or laying down between a wall and the pillar. Be quick and keep your Diazepam close by. When not using your Diazepam, always toggle on your rations. Do not worry about running out of ammunition, once you disperse all your ammo, more will appear on either side of the walls of the corridor. 10 shots will be enough to kill any opposition from Sniper Wolf.

    SCOUTING OUT THE TOWER... Once Sniper Wolf falls, run forward and down the long corridor. You may opt to closely inspect Meryl's blood, but surprisingly, no blood trails lead away. They must have her! Continue further into this deserted entrance. No guards or a wounded Sniper Wolf appear on radar or can be found from thermal imaging. No danger is apparent, so you should definitely save your game. You may be in for a surprise if you don't. Moving under the balcony at the base of the Comm Tower, there's SOCOM ammunition to take on the left near the disturbed barrels, a box of Rations, and FAMAS bullets under the stairwell to the balcony. Climbing the steps, the chatter of rats can be heard as they scoot along the icy metal girders above you. Only the blood stains of Sniper Wolf remains, along with a box of her PSG-1 ammunition. Once the items are collected, save your game promptly and investigate the entrance. Too late, an ambush is discovered! It seems Sniper Wolf was only winged by you. This alluring vixen will certainly grab your attention, but don't let her work her charms on you. She's a cold-blooded killer, remember. At her prompting, a guard drops you from behind with a clunk on the head from his weapon. You will know nothing for quite some time, and the last blurred memory you have is seeing Communications Tower A as you are being dragged away from it.

FOX HOUND BRIEFING: ESCAPE THE CELL WITHOUT FRYING!
This stealth infiltration mission has taken a turn for the worse. You are about to gain audience with three of the Fox-Hound renegades, Liquid Snake, Revolver Ocelot and Sniper Wolf. From blueprints of the torture equipment, this looks to have been taken from Spetsnaz (possibly as a gift) and 'customized' by an interrogation professional, the now one-handed Revolver Ocelot. After your body is wracked with pain, you'll possibly be deposited in a holding cell nearby. As your disorientation wears off, you'll receive a number of additional visits to the 'chair'. Your priority now is to retrieve your equipment and escape the cells, winding your way back to the Comm-Tower. Radar tracking shows you to be back somewhere in the initial complex, possibly near the Holding Cells.
Medical Room
    MEET THY BROTHER... Waking from an uncomfortable nap, you find you are surrounded by your enemies! Headquarters has your position confirmed as being somewhere in the first Hangar area, possibly on the same level as the Holding Cells where the Darpa Chief was first rendezvoused with. You are strapped into some kind of restraining device, and a peculiar man with an even more peculiar voice is relating something very foreign to you. What is he talking about? You soon find out you are in Fox-Hound Member Revolver Ocelot's torture chamber. Even more "shocking" is the identity of the man with the English accent...

    FACE YOUR INTERROGATER... Ocelot makes a little small-talk before telling you what's about to go happen here. Listen to him, and he'll tell you that you are in an electrified chair and that you will be able to save your pitifully helpless self if you submit, but beware, if you do, Meryl Silverburgh's life is his to do with as he pleases. That is not an option, you must struggle to keep from breaking! The future of the entire mission rests on which decision you make here. Press the Circle (O) button repeatedly as fast as you can to regain the health that the electro-shock chair saps from your energy. Should you press Select, you give in, divulging some of the mission information as well as giving up Meryl's life (NOTE: Do not try to use an auto-fire function on a controller or Ocelot will know). If you don't press the Circle button and your life bar reaches zero, Snake dies from a combination of brain-hemorrhaging and electrical burns as the blood inside his body begins to boil. Depending on the difficulty level you set it on, Revolver Ocelot makes four to five separate attempts at electrocuting you into submission. Each time he zaps you, the length of time he administers the electro-shock gets longer and the electrical discharge and voltage increases. Remember to keep pressing the button after the electricity stops to regain even more health.

    A ROTTING CORPSE... Once the first portion of your torture has finished, two guards drag you to a holding cell where you are kept under constant surveillance. Inside this particular cell is the rotting remains of the DARPA Chief, Donald Anderson! Anderson's corpse has already begun to rot seemingly, which shouldn't happen at least for a few more days...something very strange is going on.

Use this time in prison to your advantage, and perform a number of key tasks. The first one is to radio Otacon for assistance [Codec: 141.12]. Despite a twisted ankle, Otacon agrees to converge on your location with a number of helpful items. After this chatter, Roy Campbell and Naomi Hunter cut in through the ether.

    HERE'S JOHNNY... A guard stands muttering to himself. Sources back at headquarters checked and it looks like once again, the Genome soldier standing before you is Johnny Sasaki, a soldier highly skilled in hypochondria (constant state of worrying). The bran new uniform also gave his identity away. Miss Silverburgh's man-handling of Sasaki has given him a cold, and he constantly complains about it. Try knocking on the sides of your cell for a curt rebuttal from Sasaki, who becomes annoyed. After a few moments of uneasy grumbling, he receives word from Revolver Ocelot. There's another round of torture in store if you haven't submitted yet!

    SASAKI'S TROUBLES... Repeat the process of resisting Ocelot's deadly interrogation and you'll return to your cell once again. The dead DARPA Chief is still decomposing, and doesn't look like he'll be up and at 'em any time soon anyways. Roy Campbell and Naomi radio you to check your status (if you have a dual-shock controller, Naomi even gives you a Shiatsu massage). There's not much you can do but wait and hope that Otacon comes to your aid. When Sasaki's bowels nearly erupt, the perfect chance presents itself. The Optical Camouflage of Otacon shimmers towards your cell and he gives you three items; a handkerchief that smells like Sniper Wolf, a bottle of ketchup, and a ration. You may wonder what the handkerchief is for, but that serves a later purpose. The ketchup however, serves an immediate purpose. The ketchup is your ticket to getting out of here! Before Sasaki returns from the bathroom, lay down in the middle of the floor and use the ketchup by pressing the circle button with it equipped. Allow it to trickle out from underneath you until it forms a pool. This will fool Sasaki into thinking you've injured yourself, and will rush in to see what happened. Your other alternative is to hide under the bed (less imaginative, but hey, it works) or get tortured again and let the Ninja do your jailbreak for you. Don't hop up until you've confirmed that Sasaki has opened the door to your cell. Like the Snake that you are, leap up and kill Sasaki if you wish by strangling him, or just knock him out, your choice. Now, run out of the holding cell and enter the interrogation room, but not before grabbing the rations below the door. Watch your radar so you know where the gun camera in this room is. You will not be able to exit the doors that the gun camera patrols without your sneaking suit, which is made of reflective material which somewhat throws off detection at longer ranges by electrical surveillance devices. Grab your equipment and use a Chaff grenade to disable the camera and go through the door. On the other side of the door are two more cameras. Chaff them and leave up the elevator to the top floor.

    OCELOT'S GIFT... Once you get your items back again, check through your inventory and you'll be surprised to see a timer bomb has been planted in with the other items you normally carry! This is a pleasant gift from the terrorist's designed to explode when the counter reaches zero. Highlight it in your equipment list and press the circle button to get rid of the bomb. Beware of the blast after you throw it, though. If you do not get rid of the bomb, you will be seriously wounded later on and it may compromise your position in the game.

MISSION OBJECTIVES: GAIN ACCESS TO THE ROOF!
With a new sense of freedom and a higher security clearance, prepare to spend some time restocking your item collection. This section devotes some time to checking back through previously explored areas, locating items you didn't have the ability to take, and trekking back to the Comm. Tower. Headquarters has been charting your progress, soldier, and will react accordingly depending on your performance in the Medical Room. Did you submit, soldier? Be increasingly wary and vigilant in these previously explored sectors. Complacency can be a killer here, as tightened security has lead to the installation of Gun Cameras in locations where none existed previously. Lastly, you have an exceptionally long climb up a 27-floor tower to complete, so prepare for some intense scrambling up stairs to the end of this section, along with a serious rappelling afterwards. Stealth must be combined with quick-thinking action!
Communications Tower A
    TOOLING UP FOR A CLIMB... Escaping the cell, retrace your steps to the first Communications Tower and secure new items along the way. Once at the top of the building, you are to locate the Communications Tower B and gain access to it. Out of the torture room, you'll find yourself in familiar surroundings. Blueprints and your radar location checked out and confirmed that this is where you met a suspiciously nondecomposing and very alive, DARPA Chief and Meryl. Once out of the Interrogation Room, head up the elevator to the top floor. If your running low on ammo, return to the Armory. Now, retrace your steps for the third time today back to where you fought Sniper Wolf and to where you were ambushed by her, and go in the doors. Now would be an opportunistic time to save.

    MASSIVE INTRUDER ALERT!... The corridor inside the Communications Tower is dark, so be ready in case anything pops up. It would be wise to equip your FAMAS. As you walk through the door at the other end of this corridor, you are caught by an extra-sensitive surveillance camera. Do not even try to Chaff this camera, it does not work. An alarm will sound and instantly two-soldiers will rush down the corridor you just came from ready to gun you down. Keep facing this way and wait until they are almost up on you, then unleash on them with your FAMAS until you hear both guards shout out and hit the ground, dead. Now, run down out of that room, but NOT BEFORE YOU GRAB THE STUN GRENADES AND ROPE!

Switch on your rations, and keep your FAMAS rifle out. Don't waste even a second and head directly for the stairs. Keep running and don't stop! If you have Claymore Mines, it would be good to lay one every two to three flights of steps so they're facing down the steps to keep back any enemies that will be following you. Shoot at any guards you see and be careful, because they're hard to see sometimes. Don't waste valuable time to stop and have a fire-fight with a soldier standing in your way, instead, hold down the square and X button (crouch and fire buttons simultaneously) to shoot while running. Remember to keep laying Claymores behind you. Keep your eye on the left side of the screen to keep from having any soldiers surprise you.

You should encounter a new guard every three flights of stairs after you have made it about halfway up the tower. At the mid-point in your climb, you'll level out for a brief moment and there will be a door. Don't bother with this door as you cannot open it at this point. Don't waste time and keep going. Also, it wouldn't hurt to throw some stun grenades to keep the guards at bay. If done repeatedly (if you have enough Stun Grenades) you can get up the steps with hardly a fight. Just let one go off, then midway through the explosion, let another off.

Using your preferred method of taking down the guards, make it to floor 27. Here you'll have to shoot the guards (or throw them over the edge!). At the top of the Communications Tower on the 27th floor you'll come to a dead end with a runged ladder going to the roof. Climb this ladder and your safe....from the guards that is. A more menacing threat awaits you on the roof.

    COMMUNICATIONS ARE DOWN!... At the top of the ladder is a door leading to the roof. A howling blizzard greets you, as does a spectacular view of the second Comm Tower's huge satellite relay system. Your route is across to the second tower and down to the subterranean base. Make your way to the icy metal steps leading to the bridge between the towers. What looks like an easy crossing suddenly turns into a dive for cover as a Hind D helicopter hovers into view and unleashes half a dozen UV-32-57 unguided rockets at the satellite dish! The platform, as well as the satellite dish both topple flaming down the gap between the two towers. You now have no access to Communication Tower B, and therefore no way to get to the secret underground base where Metal Gear is being stored. For your vain attempts, you have Liquid Snake to thank.

    RAPPELLING ACTION... As soon as Liquid gives you a chance, bring up your inventory and select the Rope. You did pick it up like I told you to, right? As you select the Rope, a cut scene interrupts momentarily, showing Liquid attacking and Snake leaping over the side just in time with the Rope tied around his waist. Now you must face a small but fraught challenge of rappelling down the side of Comm. Tower A. Colonel Campbell will instruct you by Codec how to rappel. First, you must use your legs to jettison yourself off the tower structure. This is achieved with the X button. As you push off the side of the building, press the direction you wish to travel and move that way.

There are two different hazards to overcome: boiling hot steam from the ruptured pipes in the damaged building, and the shrapnel from Gunship fire. Yes, even while your making your way down the side of the building which is hard enough in itself, Liquid Snake in the Hind-D makes running sweeps at you, firing 1xg 12.7mm machine gun rounds. At the end of your rappelling spree, you find yourself on a catwalk suspended high above the ground. Grab the Rations and C4 in this area, and take a look down the catwalk. See those shadowy shapes down at the other end of the catwalk? Yeah, those are some of the best Genome Soldiers on this base as far as marksmanship skills go, so don't look too long. Use either PSG-1 sniping or Nikita Missiles to take them out. Use C4 on the frozen door behind you if you want to get back into Comm. Tower A for some ammo or rations, but otherwise it's useless. Head down the catwalk -(map available). Don't hesitate when Liquid presents himself menacingly in front of you, just keep on running past him and into the door at the opposite end of the catwalk. This will take you to Communications Tower B. Inside the first door you come to is a Stinger Missile Launching Module, and Stinger Missiles.

Communications Tower B
    A LONG AND WINDY TREK... Gaining access to the sub basement is the plan, but this is thwarted in a number of ways. Moving around to the elevator, the lift car appears stuck two floors down, and doesn't respond to the call button. The way up is blocked by extremely heavy packing crates, so the only option left is a stairwell descent. Round the back of the elevator and grades. Rations and FAMAS ammunition can be obtained shortly before you head downstairs. Throw caution to the wind in your descent, and run as fast as you can: Headquarters hasn't picked up any heat traces nearby. Hold your directional pad at the 7 o'clock position until you reach the stairwell between floor 02 and 01. A mass of splintered and twisted metal wreckage makes any further advancement impossible. View the wreckage with disgust, as you've got another long climb ahead of you!

    OTACON'S ARRIVAL... A crashing noise alerts you. Rounding the corner, you draw your SOCOM at a figure cloaked in optic camouflage. Thankfully, it turns out to be Otacon. After a poignant conversation, he agrees to repair the elevator while you head up to the roof. The way is now clear (the storage containers have now been stacked). Warning! Enemy sensors have been detected! There are four sets of gun cameras to contend with (one on Floor 11, two on Floor 15, three on Floor 19, and four on Floor 23). Scramble their sensors by dropping a Chaff Grenade before reaching each one. To minimize the number of Chaffs used, only drop four of them. The first should be just as you spot the first Gun Camera but before it tracks you. After this, combine a continuous run with Chaff detonations upon reaching every third floor staircase. Stingers can target and destroy Gun Cameras, but you need to save these missiles for later. Once at the top, run around the lift shaft to collect three boxes of Stinger missiles, some Rations, Chaff Grenades and FAMAS bullets. Next, climb the rungs of the metal ladder, and exit the roof access into a thick snowstorm. Is that the sounds of rotor wash in the faint distance?

MISSION OBJECTIVE: SWAT THE GUNSHIP OUT OF THE SKY!
An exceptionally capable pilot encased in over 12,000 kilograms of highly maneuverable stealth helicopter stands between you and your descension into the hidden underground base. The fallen wreckage of the disintegrated satellite dish still lies creaking in the wind. Take care not to box yourself into the corner in the middle of this frantic combat. Heed not Liquid Snake's mocking cries - simply steady your aim, place a rocket squarely at the Hind, and take cover! Liquid Snake may have shot down two F16 jets, but he's about to face a target to really test his Gunship skills.
Tower Battle
    TAKE YOUR POSITION... Once the confrontation rears it's ugly head, only action remains. Start yours by running for cover. Behind and around the central roof unit is where you need to spend most of you time hiding, appearing only when the Hind becomes a target. There are Rations to the bottom left of the screen, and to the bottom right of the screen you can find Stinger Missiles. Stay between the roof unit and the door you came in and keep your Rations on, we're going Hind D hunting.

     SWOOPING IN... The first pattern of attack is long range strafing from the Hind's machine guns. Once the firing stops, bring up your weapons menu and toggle on to the Stinger Missiles. Draw a target with your Stinger (a red square converging on one of three heat sources from the Hind, complete with a target "pinging" noise) and fire off a missile when you have the Hind in your sites and the red target begins to lock on. Don't stand around and admire your shot afterwards, quickly flick off your Stinger Missiles so you can run. After each hit, Liquid usually moves over or around the building and sets up another strafing run from the opposite side of the roof. Follow the helicopter by radar, intuition, stereo sound effects (these help greatly to gauge the Hind's location, especially if your playing the game with earphones) and, most importantly, the Stinger lock-on which can go through floors, enabling you to track the Hind's position even when he's behind structures or under you.

    LEARN THE WAY OF THE STINGER... Of course, the lock on may go through buildings, but the missiles certainly do not. Always make sure your lock-ons are out in the open, and not obstructed by the corner of a structure. I myself have suffered many deaths while standing too close to a corner and letting off a Stinger which hit right in front of me. For his first and second attack patterns, fire at the helicopter, wait for the retaliatory strike, and once it stops, follow the Hind until it becomes exposed and repeat the process again. Once just under half the Hind's energy has dropped, Liquid shoots off a special surprise for you. Advance warning of this can be detected if you try and lock on to the Hind and you cannot. When this happens, he's going to launch a barrage of missiles at you, so hide in your little place between the door you came in and the central roof unit.

    A WOUNDED LIQUID THROWS CAUTION TO THE WIND... As you wear down the Hind, Liquid tries more foolhardy tactics, getting desperate in his anger. He'll start zooming close to your location and hovering under the roof for longer periods of time. Always know the Hind's location and fire as the helicopter rises. You can also attempt a shot after the Hind has made an attacking run, but there's a good chance you'll miss as the Hind descends behind cover rather quickly. Once the Hind is nearly destroyed, Liquid decides on a final rocket barrage. Hide between the door and the central roof unit again and you will be fine. Though you survive the explosion, the Hind D suffers a major power shortage, twitches in the air, then plummets nearly 30 stories to the snowy ground. Liquid has been downed.

    BACK TO THE BROKEN ELEVATOR... The central roof unit has been completely destroyed, and as Otacon informs you that the elevator is now functional, return to Floor 9 by way of the staircase you climbed previously. Again, use the Chaff Grenade method to disable the Gun Cameras. Upon reaching the 9th floor, check behind the stacked crates to find Rations. Now summon the elevator and keep your FAMAS ready. It would be good to keep your Rations on too. Once inside, try and enjoy the ride while you can because Otacon contacts you via Codec to inform you of some ill news involving stealth-camouflage.

    STEALTH GUARDS IN IMMEDIATE VICINITY!... Four stealth camouflaged Genome veterans are in the elevator with you, all training their FAMAS Rifles on you! React accordingly by either aiming your FAMAS at them from a stationary position and cutting them down (they need four or five bursts apiece before they go down for good), or running in a tight circle round the middle of the elevator, strafing the entire area of the elevator with gunfire. The moving gunfire strategy is preferred. Although this is optional, you may wish to switch to thermal imaging for a better look at your enemies. Once dispatched, collect the items that the Guards leave behind.

    EXIT TO THE SNOWFIELD... Exit the elevator and run clock-wise up and round to procure Rations and some PSG-1 ammo from under the collapsed stairwell. The opposite area contains Chaff and FAMAS rounds. Exit through the Level 6 door located at the bottom right of the screen. You'll now appear in an identical area to the one you encountered when you initially entered the first Comm Tower; however, this one has numerous enhancements (four Gun Cameras). Chaff these Cameras and keep on going, picking up any items you need.

FOX HOUND BRIEFING: A FINAL SNIPE BETWEEN WOLF AND SNAKE!
The Wolf howls tonight! This area looks to be ideal grounds for a sniping duel, as it includes limited visibility, wind, darkness, coniferous pine trees and undulating terrain. Remember your sniping training from previous confronations (both with Sniper Wolf and normal Genome troopers), steady your aim and prepare for some intense aiming! Once you've dispatched Wolf into the night, make a good search of the surrounding snowfield, as there's a number of interesting areas you may miss if you're hasty. One of these even suggest that Liquid Snake may be still alive... Once your snow trek is complete, carefully collect all the items from the storage areas that you can. May the best aim win!
Snow Field
    WOLF AND SNAKE: PART II... Stepping into the white gloom of this snowfield, darkness has descended on Shadow Moses Island. A blizzard has made itself apparent, and fierce winds are howling. Once you advance, a shot rings out through the darkness. Indeed, just as Otacon informs you, Sniper Wolf is lurking here. She won't give up - not until your dead, that is.

Wolf takes up position along the north side of the area. She has many trees and a snowbank to hid behind. There are two separate sections - to the left and to the right of the snowbank. She'll more often than not stay in the center, or close to it. Take a Diazepam if you have one, and equip your Rations. Now it's just a matter of finding her and shooting her with the PSG-1 before she has a chance to shoot you. Simple. Also, you can damage her majorly by using Nikita Missiles. Simply fire them and direct them to go up the right side of the hill in front of you and then loop them back to the left to hit her. If you have trouble spotting her, use the Thermal Goggles, but keep in mind that equipping these means unequipping your Rations, so make sure you have enough life before you use the Goggles. Also, sometimes Wolf will hide behind the snow mound, and she can neither shoot at your nor can you shoot at her. If you can't find her anywhere else, she'll be coming out from one of the sides of this huge drift. There is some PSG-1 ammo to the left of the door you came out of.

    SCOUTING THE AREA... As soon as Wolf relates her sad story to you and she is put out of her misery, go ahead and scout the area of the snowfield. There is a truck parked here that, if you use the right box, will take you back to parts of the base you may have wanted to explore more thoroughly. Cardboard Box C, some Rations, Nikita, SOCOM, and Stinger ammunition can be found by checking behind some of the doors. Also, more Chaff Grenades and Diazepam are to be found. Proceed past the newly-dead corpse of Sniper Wolf to the doors leading into the Blast Furnace.

MISSION OBJECTIVE: STAY OUT OF THE HEAT, SNAKE!
A hot smelting pit used in the construction of a giant Mech has been located under the Shadow Moses Base. Armstech's little secret holds more than a few surprises, but only one real tricky situation; crossing the smelting pit to the other side. Once over, try not to attract too much attention; instead located any items you see fit, including those located near the pit itself. Once you're satisfied that you've cleared the area, depart through the strong doors. You're nearing your objective. Don't fail us now!
Blast Furnace
    INTO THE STEAMING FURNACE... Once at the bottom of the stairs, you'll have completed Disc 1. Take it out and insert Disc 2 and press continue. Once inside the door at the bottom, you are immersed in an orange light emanating from below. This is where the armor is manufactured for the Metal Gear Project. Your course of action is straight-forward. Move forward, being aware of the noise your footsteps make on the metal grating in accordance with the prowling guards. Place a couple of SOCOM shots into the guard patrolling the area of the platform overlooking the smoldering pit. There is an elevator here, but it is only accessible by the lower floor. Remember this in case of an emergency when you get down below and there is nowhere to run to. You'll have to edge your way across the pit. Go to the left to the farthest point possible. You need to be on the opposite side of the Blast Furnace, but how? If you look closely, you can see rat's traversing back and forth along the ridge on the left wall. Take a cue from them and follow. Pressing your back against the wall, slide past the railing and edge your way across, never letting go of the Directional Pad that keeps you hugged up against the wall. If you attempt to run, use first-person view or let go of the Directional Pad, down you drop. A mechanized smelting arm, used to lift metal from the pit, is moving back and forth right in your path. Beware that when the arm comes close to you, you'll have to kneel or get knocked off into the molten pit! Even then do not let go of the Directional Pad that keeps you hugging against the wall. If you fall in, you'd just be a piece of kindling to it. Remain still until the smelting arm passes, then, without releasing the Directional Pad, stand back up and strafe across until your safe on the other side. Sweating yet, Snake?

    GETTING DOWN BY THE POOL... Once over the molten pit, move along the metal walkway keeping an eye on the positions of the guards down below you. There are some SOCOM and FAMAS bullets as well as Rations if you go down to the ground level, but beware, this isn't the best place to lure a guard because it is not fenced in from the molten pit. A FAMAS fight or careless footing here will assure that you'll be taking a really hot bath. All the way to the right on the lattice walkway is where you can enter the lift. Enter it if you like, but there isn't much to do here unless your running away from Guards. There is some C4 in front of the elevator, though.

    INTO THE STEAM ROOM... Head down the next flight of steps to the large open space on the right of the Blast Furnace in front of the Exit door. There are two doors here, so don't be too tempted to take the first one you see. Instead, travel down and on the opposite wall from the big bay doors you'll come to the Steam Room. This is where the pipes that feed hydraulic or pneumatic power to all of the Blast Furnace's secret machinery that churn out the Metal Gear Project's parts. This room is filled with hissing vents and leaky pipes that spew hot steam right at you. Don't be mistaken, these aren't just harmless little jets that spit at you, they'll really scald you good. The blasts go on and off at regular intervals, so don't go too fast and take your time. There is some PSG-1 ammo as well as Nikita Missiles here. Also, to access a hidden area, go all the way to the bottom left of the Steam Room and duck down. This is like in the Cave of the Wolf Dogs where you have to crawl under the wall. On the other side is a little area monitored by Gun Cameras. Use Chaff Grenades and then grab the Body Armor (if you hadn't already gotten it back in the Nuke Building Gas Room) and Stinger Missiles. Exit this area, then exit the Steam Room and enter the Large Bay Doors on the opposing wall. Hot enough for you, was it? Good, because it's going to get a lot colder. A LOT colder.

Cargo Elevator
    THE COLD THAT BRINGS DEATH... Once inside the room, you find yourself in a cargo elevator loading area. The dead cold of the stale air greets you in a draft coming up the long lift-shaft. Strange...the elevator is coming up to greet you. Somebody must not want you waiting too long for a ride. Go ahead and collect the superfluous amounts of FAMAS and SOCOM ammo that dot this room. For a good test of how deep the shaft goes, throw a grenade down the shaft and listen for the explosion. Seconds later a faint explosion shakes the area slightly. It's a long ways down. Go to the lift-console and press the action button ("O" button).

MISSION OBJECTIVE: DEFEAT THE GIGANTIC SHAMAN IN BATTLE!
A mighty warrior has challenged you. Be honored to fight such an individual! Unfortunately for you, this powerhouse has a Gatling gun strapped to himself, allowing masses of bullets to rip apart the grid-like warehouse combat zone. As he stomps about and clanks his gigantic gun, utilize the biggest pieces of killing ordinance you can muster. Face this gian and return fire with Stinger (or Nikita) missiles... or perhaps a spot of Claymore laying. Your many options are detailed below.
    Warehouse
    THE DREAM FIGHT... Entering the dead chill of the Warehouse, a voice makes you freeze in your tracks. The giant and Shaman, Vulcan Raven greets you with his own type of insult, calling you "Cossack", a term used by some of the old Alaskan Indians meaning "white man". Not a very endearing term by the sounds of it... He has challenged you to battle, this great mountain of a man. As he leaps down from his perch on top of the crates, you see he has a Minigun. Now you realize the power this man posseses! The talk is short, but meaningful and deep. The fight between a Snake and a Raven proceeds with modern weapons, but with a primitive feel. The Dream Fight begins!

    COMBATING A FEARSOME FOE... First, equip Rations or Body Armor (there are some Stinger Missiles and Rations, etc; along the left and right walls). Combat with Vulcan Raven is relatively straight-forward for novice operatives with radar. Notice Vulcan Raven's huge line of sight. Those who rely on gut instinct instead of fancy satellite relay systems may be in for a bit of a ride. Your first plan is to find out where Raven is, and find out which way he's going. Then you'll want to run almost continuously. At the beginning of the fight, Vulcan Raven is slow, allowing you to set up ambushes with ease. Try setting down some Claymores where you think he's going to run or C4, for instance. However, tarry around too long and you could come into his sight-path, not a good thing, because upon seeing you, he lets go on you with a torrent of prolonged Minigun fire. On the Harder difficulty levels, Vulcan Raven never stops firing his gun the whole time he's running around but for a half-second!

By far the best weapon to take down the Shamanic warrior is the Stinger Missile. Normally used for knocking out aircraft, this gives you some idea of the size and strength of Vulcan Raven! Simply line up so that the guidance system targets him and fire off a rocket when he comes out from the cover of one of the crates. As soon as the missile fires, don't look to see if it hit it's mark; sometimes he'll turn in time to shoot your missile and, if your still standing there, you! If your on a harder difficulty level that doesn't allow the use of a radar, a good way to find out where he is is to use the Stinger Missile lock-on system. It will also help you tremendously to peek around corners in this area.

If you should run out of Stinger Missiles, you should then try the Nikita Missiles or Claymores if you have them. Try to get behind Raven, and using the Nikita Missiles, fire one at him and hope he doesn't turn around. As soon as it hits him, scramble for cover, cause he'll be pissed. Learn to predict the time Raven will show himself around a corner and try and have a missile exploding near him by that time.

    CLIPPING THE RAVEN'S WINGS... Other weapons can be utilized with good effect. Using either the Thermal Goggles or (if you have a radar) Mine Detector so that you don't walk over the mines yourself, lay some Claymore's down for a nasty surprise on your foe. Grenades can be used (this is probably the hardest way) by getting close to Raven and using the Square ([]) button without releasing it for about two seconds, then letting go of the button and tossing it where you think Raven will head. Try to hit him whenever you can because if you dilly-dally too much, eventually he shoots the crates so much that they collapse, sending the crates on top crashing into the aisle. This is a major problem because it blocks your escape-route from him sometimes. This will severely limit the space you have to maneuver also and is more to Raven's advantage. However, if your low on Rations, you can avoid him for awhile and hope one of the crates he knocks down has some on top. When his health starts getting sapped, he'll become enraged and his battle-spirit will rise to a fever-pitch. When this happens, he'll start sprinting full-speed and being a little less cautious. This is when the timing with your grenades, Stingers, Nikitas, etc; has to be quicker. When you deal him his death blow, the giant is humbled and obligingly gives you Level 7 Cardkey access before informing you of a clever dupe that has to do with Decoy Octopus, the mysterious Fox-Hound Member you still haven't faced. Or have you? Exit the Lv. 7 bay doors to the Metal Gear Hangar or return to the snowfield to locate more Stinger ammo. The override switch must be found!

FOX HOUND BRIEFING: LEARN THE SECRET OF THE PAL KEY!
Those operatives seeking to fill their Stinger missile silo with enough rockets to take apart a medium-sized town may return to the Sniper's lair and investigate the level 7 storage chamber. Return through a nest of Gun Cameras into a spectacular hiddern cavern. This is the home of the gigantic Metal Gear mech, currently deactivated and stationary. Let's keep it that way. You have one PAL key, so perhaps the remaining keys are located in the central observation tower. You'll have to get there first, though. Once there, receive instruction about how to stop the launch, and hurry - we haven't much time. It is crucial that you halt the madman known as Liquid Snake!
Underground Base
    METAL GEAR IS CALLING... A lengthy stroll from the Snowfield behind you, the final area of the base can be breached with extra Chaff Grenades (or a ton of Stingers!). Be careful of murder-holes that will release you into a deep pit if you linger on them. The entrance area to the Metal Gear hangar is lined with tons of Gun Cameras. If you need to restock on Stingers, go across the steel bridge to the other side and instead of going left to the door, go right and you'll find Stingers. The treacherous walking death machine awaits you in the next room.

    WAKING THE NUCLEAR BEAST... Entering the lair of the Metal Gear for the first time is a little awe-inspiring. This gigantic mech is the epitomy of evil destructive power. Like a predator about to pounce, the emminent feelings of fear and dread remain about it's massive armored frame even though it stands powered down and idle. Silent for now. You now have to climb up the steel ladder to the catwalk scaffolding that surrounds the Metal Gear like chains keeping a guard-dog back. If you need FAMAS or SOCOM rounds, these are available down a ramp to the right just as you make your first turn, and are lying next to the cesspools of nuclear sludge. Otacon is currently hacking into the main Metal Gear files to locate more information, specifically on the Metal Gear, Baker and PAL key. At the top of the ladder on the gangway, two boxes can be found; one with Chaff Grenades, the other with FAMAS ammo. Locate the next ladder and climb it. Now up on the second gangway secure the FAMAS ammo if you still need it, two boxes of Stinger Missiles and some more Chaff Grenades. With all this stocking-up, you must be getting ready for one hell of a battle. Now climb up the third ladder and run across the Metal Gear itself to the other side and climb down. If you want, you can stop for a moment and take a look at Liquid Snake and Revolver Ocelot in the Control Center by using your Scope. This might be good to check positions of any patrolling guards. If you can, pick them off with your PSG-1. Be careful and make your way towards the Control Center being wary of the guards. Walk up the steps to see your nemesi speaking candidly about the future of the operation.

    A SHOT IN THE DARK... Otacon will call you before you reach Ocelot and Liquid Snake to inform you of an ingenious PAL Key discovery. You only have one PAL Key, but in order to deactive Metal Gear, you need three PAL Keys. That's why Otacon calls you; he informs you that in fact, you are carrying all three PAL Keys! The trick to using the PAL Key lies behind a Shape-Memory Alloy, a new technology that allows different information to be uncovered at different temperatures on the PAL Key. So, you have three PAL Keys in one actually! At different temperatures, the card changes shape; PAL Key #1 must be inserted at room temperature, #2 at cold temperature, and #3 at hot temperature! Now, continue to the Control Room. Upon eavesdropping on the masterminds behind the operation, Ocelot has spotted you! Even left handed, he still manages to shoot the Cardkey right out of your hand! If he didn't convince you in your earlier encounter, you'll know why he's called "Revolver" now! You can hear the cardkey clatter down to the bottom of the chamber while the door to the Control Center closes abruptly. Damn! Make your way back down, avoiding confrontation with superbly trained Genome Soldiers if you can by tossing them over the railings or executing them. Once on top of the Metal Gear, you'll enter Evasion Mode, so now you can chill and take your time. The key will be in the nuclear sewage pool surrounding the base of the Metal Gear; try running in the cesspool in a serpentine pattern, covering as much ground as possible. If you've searched the entire cesspool from end to end, try calling Master Miller. He'll inform you that a rat may have taken the key for his own and is hiding nearby! This happens if you've been found or caught by guards more than ten (10) times during the course of the game. If this is the case, the rat should be found somewhere near the bottom right of the Metal Gear in the cesspool. Catch up with this roden and try kicking it or shooting it. It will give up the key without a fight.

    STOPPING THE LAUNCH... Run back up to the Control Room where Liquid and Revolver were when they key dropped into the drainage ditch. You'll find both men are nowhere to be found. Now you can go into the room, but before you do, make sure to Chaff the cameras in here, or the room will seal up and sarin gas will fill the room....with you inside it!

Now, equipping the PAL key, insert it into the computer all the way to the left at the front of the room. You have inserted PAL Card #1. Time for Step 2, freezing the key. Return to the area where you fought Vulcan Raven, and wait for the key to turn blue (check on it's current status by looking at it in the menu). Do not hold the PAL Key in your hand, or will take much longer than neccessary for it to freeze (the heat from your hand keeps the card from freezing). Once the PAL Key is blue, keep it unequipped and hurry as fast as you can back to the Control Room to insert it into the middle computer-module at the front of the room. Time now for Step 3, the final step to deactivating the Metal Gear. Warm the key...

A LENGTHY RUN BACK TO HEAT... Otacon chimes in to tell you that the last part of the deactivation process involves heating the key. This means a lengthy journy up the Cargo Elevators back to the Blast Furnace. Retrace your steps once more, but beware that guards now patrol the warehouse where Vulcan Raven was killed. Either use your strangling tactics or your even more famous sneaking method that you are known for, and make it up to the Blast Furnace, pronto! On your way up the first Cargo Elevator, Master Miller and Colonel Campbell inform you of a terrible act of terrorism to your person. You are carrying an experimental virus called Fox-Die transmitted by close contact and administered to you earlier by Naomi Hunter. With a sickening sensation in your stomach, continue up to the Blast Furnace. To minimize Genome interference once there, enter the Steam Room for a good dose of heat to warm up that PAL Key. With your life in jeopardy of being lost at any moment, you must stop Metal Gear as fast as you can, or it may be too late! The key should change to a red color when it is ready. Retrace your steps back to the Control Room, and don't tarry around too long in the freezing temperatures of the warehouse or the key will lose it's shape.

    A HIDEOUS DOUBLE-CROSS!... The turncoat Hunter calls on your journey back to the Control Room. Concern yourself with the task at hand - the dearming of the Metal Gear. The entryway with the Gun Cameras has a fresh stock of items to collect. Also, try to grab as many Chaff Grenades as you can. Now, for the final time, climb the Metal Gear. At the top, shoot that new guard with the same old patrol routine and race into the Control Room once the cameras have been chaffed. The right-hand computer requires the heated key. This is it, once inserted, the final launch mechanism slides into place. A computer voice responds...
"Detonation code activated...ready for launch."
Impossible! The nuclear warhead has been armed! But How?! Master Miller cuts in via Codec and begins to taunt you, thanking you for arming the nuke. You've been a pawn used for evil deeds the whole time! As he reveals his true identity, you feel your anger and hatred surfacing. The real Master Miller has been dead for three days! And if he's dead......who have you been talking to all along? No, it can't be! The nuclear launch is inevitable now, and you've got no more time left....it looks like it ends here.

MISSION FAILURE?!
THE METAL GEAR
BROTHER VERSUS BROTHER
ESCAPE ROUTE




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